Thank you all for your kind replies!Overall, I know that it's beginner's work.But it is the first work I dare to post here.To get better, I need your constructive criticism.Please write what you don't like.

@Jeffin90620I only took a physical sun lamp - no other luminances.It's one of my first redsdk rendering.With Lightworks I never have been come so far.Too much settings. Too difficult handling of the luminances.

To get better, I need your constructive criticism.Please write what you don't like.

a few tips to improve

Texturing:If is one texture dominant as in your design, then is important better mapping this texture on the objects. So that it can not be identified that one texture is used (A+B)

- Left cabinet looks great!- Right side/Higher cabinets - the Texture on doors panels and horizontal friezes is each different, what is perfect! but on vertical friezes is each the same start position of texture. the same thing on the bed and night tables.- maybe would be better use windows with more details, instead of simple TC windows.

Lighting:

- maybe more light from outside and maybe with the sun? Did you use portals or not? Maybe light from small lamps can more to revive space.

Note:

- the vase with flowers on the left cabinet is in right position?- maybe add a few painting on the walls and lamp on/from the ceiling?

...you could also lift the render if you use an Advanced Render Style to adjust exposure, gamma curves, white balance as per the example I have edited to show what could be achieved "as is" attached below:

Wow, - Majo and Darrel!that's what I need. Thank you for you input and for sharing your knowledge.I'm just doing your suggestions. Some things seem logical to me, but at first I did not even notice. Especially the things with the repeating texture. You have a sharp look - the flower was 30mm in the upper board of the cabinet. The flower is not the best choise - it's only a picture from sketchup warehouse which casts no shadow on the cabinet.I have a question in terms of the light: What is a portal, how can I use it and what is the advantage? I found out, using your technique - Majo to set a 3D-Net outside of the windows and set the 3D preferences to "Daylightportal" and "For all luminances" that it filters some semolina and artefacts out and the rendering is clearer. Can you do more with it?Darrel - thank you that you have shown me the tone possibilities - I have not got that far. I try to experiment with it in my next renderings.

I have a question in terms of the light: What is a portal, how can I use it and what is the advantage? I found out, using your technique - Majo to set a 3D-Net outside of the windows and set the 3D preferences to "Daylightportal" and "For all luminances" that it filters some semolina and artefacts out and the rendering is clearer. Can you do more with it?

Thank you Andy for your compliment.The bed cover has more or less arisen out of necessity.I have drawn the window catches and created a material which is translucent.I haven't had an idea which material I should use for the bed cover and easily just used the one of the window catches. After the first renderings I saw that this material on the bed looks quite different to the window catches and still suppose that it looks like shiny silk which is also an eyecatcher in the scene.Maybe I exaggerated it a bit. I don't use such bed covers myself.

But I'm still far away from true realism. Do you still have any suggestions?drajer

Wow Darrel, - fantastic -I'm impressed! - Thank you very much.I try to do it as you described.drajer

Glad you like it... I did not change much with regards to the image texture maps in the diffuse... I think the floor scale is a bit small bit one thing to improve the look of graphics it to fillet and round corners so highlights can be caught and in reality for the likes of the drawer fronts these would not have sharp edges.... I have given most on the graphics 2mm fillets.

There is more to it with regards the reflections as the IOR and Glossiness have to also be used and changed and over the passed few months I have been putting together a Sheen Level Calculator to do all the maths to get more accurate results rather than just eyeballing materials in the Render Manager.Just using no reflection for diffuse matt finishes like the walls and ceiling is not really realistic as these are actually reflective but it's the glossiness that spreads out the reflections to blur them. Glossiness influences the IOR and and changing the IOR value the reflection value needs to change to.

All the shaders got "flagged" on my side.e pack is quirky.I think the best thing to do is >create a drawing folder and place all shaders in that folder then re-set the paths of all the shaders in the drawing folder then just "Zip it"

The Chrome + RedSDK... for obvious reasons a one missing image for the picture on the wall...

I also added glass to the windows.... one thing to know is that in reality window glass is not completely transparent (between 87-90%) so this helps to reduce a little tone mapping contrast against the very bright sky outside...

I went with a more subtle approach.I like working with the quality render styles at first then move on to the advanced render styles adjusting the lighting and quality. Also, the quality styles (with my set up) tend to not need a forced regeneration of the redsdk engine, a more enjoyable workflow.I removed a few shaders and objects because of the language difference and some shaders got flagged when I opened the drawing.I wish iMSI would make sharing these drawings a heck of a lot easier.I attached the file.Good luck with the E pack,you might need to re-set the paths to some of the materials if you get warnings.enable all warnings in the options menu,it might save you a few headaches.Thanks for the sharing the drawing.

Still only working with 4 Threads Dean?The GI phase can be painfully slow in the AR modes...

I filled in the wall thats missing also.... so not to have a very distorted camera I use a single sided rectangle converted to a solid and move the wall further back so the camera can be outside the room. Get a bounce of light from this wall.Behind the camera a solid wall to stop the light flooding in.